Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/Events/EventActions/MissionStateAction.cs
2025-09-17 13:44:21 +03:00

84 lines
3.1 KiB
C#

namespace Barotrauma
{
/// <summary>
/// Changes the state of a specific active mission. The way the states are used depends on the type of mission.
/// </summary>
class MissionStateAction : EventAction
{
[Serialize("", IsPropertySaveable.Yes, description: "Identifier of the mission whose state to change.")]
public Identifier MissionIdentifier { get; set; }
public enum OperationType
{
Set,
Add
}
[Serialize(OperationType.Set, IsPropertySaveable.Yes, description: "Should the value be added to the state of the mission, or should the state be set to the specified value.")]
public OperationType Operation { get; set; }
[Serialize(0, IsPropertySaveable.Yes, description: "The state to set the mission to, or how much to add to the state of the mission.")]
public int State { get; set; }
[Serialize(false, IsPropertySaveable.Yes, description: "If set to true, the mission is forced to fail without a chance of retrying it.")]
public bool ForceFailure { get; set; }
private bool isFinished;
public MissionStateAction(ScriptedEvent parentEvent, ContentXElement element) : base(parentEvent, element)
{
State = element.GetAttributeInt("value", State);
if (MissionIdentifier.IsEmpty)
{
DebugConsole.ThrowError($"Error in event \"{parentEvent.Prefab.Identifier}\": MissionIdentifier has not been configured.",
contentPackage: element.ContentPackage);
}
if (Operation == OperationType.Add && State == 0 && !ForceFailure)
{
DebugConsole.AddWarning($"Potential error in event \"{parentEvent.Prefab.Identifier}\": {nameof(MissionStateAction)} is set to add 0 to the mission state, which will do nothing.",
contentPackage: element.ContentPackage);
}
}
public override bool IsFinished(ref string goTo)
{
return isFinished;
}
public override void Reset()
{
isFinished = false;
}
public override void Update(float deltaTime)
{
if (isFinished) { return; }
foreach (Mission mission in GameMain.GameSession.Missions)
{
if (mission.Prefab.Identifier != MissionIdentifier) { continue; }
if (ForceFailure)
{
mission.ForceFailure = true;
}
switch (Operation)
{
case OperationType.Set:
mission.State = State;
break;
case OperationType.Add:
mission.State += State;
break;
}
}
isFinished = true;
}
public override string ToDebugString()
{
return $"{ToolBox.GetDebugSymbol(isFinished)} {nameof(MissionStateAction)} -> ({(Operation == OperationType.Set ? State : '+' + State)})";
}
}
}